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Review
Realms of Sorcery
by Ken and Jo Walton
© 2001 by Games Workshop Ltd., produced under
License by Hogshead Ltd.
ISBN Softcover 1899 749 13 6
ISBN Hardcover 1899 749 33 0
For more information please visit the Hogshead
Homesite.

reviewed by Natascha
Chrobok
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After
nearly sixteen years of waiting, the ever forthcoming Realms
of Sorcery will be released within the next weeks. There is
a question every WFRP-player in the world asks: Will it really
meet the expetations after such a long time of waiting?
STRIKE TO STUN will give you an answer to this questions! STRIKE
TO STUN chief editor Natascha Chrobok belongs to the group of
lucky individuals, who were were able to read the book before
its official release date to give you a detailed review of Realms
of Sorcery:
I have to admit that I was not sure what to expect.
But after reading it I know the anser: Yes! It was worth to
wait! Realms of Sorcery is superb. On more than 250 pages you
can find tons of background material, rules for casting and
creating spells, creating magic items, over 350 new spells and
much more. The Cover and the artwork are professional and very
Warhammer-like. The book is available in three versions: a hard-cover,
a soft-cover and a limited leatherbound version. Those who expect
that Realms of Sorcery is just a collection of new rules and
spells will be disappointed... Realms of Sorcery is more than
that!
The book starts with an introduction about magick. The first
chapters describe much about the ancient wizards of the High
elves, who learned their arts at the knees of the Old Ones,
the first incursion of Chaos thousands of years ago and the
great incursion of Chaos during the time of Magnus the pious,
who asked the High Elves of Ulthuan for help to fight back the
hordes of Chaos. With the assistance of the High Elf Teclis
the modern forms and colleges of Magick were found. Also described
in the first chapters is the theory about the essence of magick:
according to Teclis, Magic is the pure energy of Chaos, which
enters the world via the Warpgates at the poles in the Northern
and Southern Chaos wastes. When entering the world, this pure
energy divides into eight "colours" of magick which
flood through the world. The chaotic origin of pure magic is
the reason that magicians can easily corrupted by practicing
Magick. Only the most skilled of the High Elf Wizards are able
to control all colours of Magick, the lesser races often can
control one or two colours without being corrupted. This is
the reason why the Imperial Colleges of Colour Magick only teach
their members the knowledge about one colour-aspect. This minimizes
the chance that the wizards will be corrupted by Chaos. Practitioners
of Dark Arts like Necromancers or Demonologists draw their energies
from the pure magick which easily corrupts them.
In
the following the book describes the typical life of a wizard.
You learn much about the hard way from apprenticeship over jouneymanship
to finally attain the mastership of wizardry. A new thing is
that every wizard needs an official license which has to be
issued by official institutions (town council).
In the next chapters there is an description of the various
archetypes of wizards. I will try to give you a short overview
of what you have to expect:
The first chapter describes the so-called Hedge-wizards, self-taught
magic-users which have no official education. They can brew
love-potions, look after farmer Millers sick cow, work as midwives
and can be found living in small cottages in the wood, accompanied
by a black cat or a raven: one can say that they are the typical
witches ... Although they are very limited in their powers,
as they often never had a teacher or even never learned to read,
they are not bound by any hindrances like oaths and the like
in their access to various spells. This means that they can
learn nearly all spells available, although this is very expensive
for them (400 xp per spell per spell level). Hedge-wizards also
can learn higher level spells than their actual level is. This
means, a lvl 1 hedge-wizard would be able to learn and cast
a lvl 4 spell although he would have to pay 1600 points to acquire
this spell and it would be very exhausting to cast it.
In the next section information about Battle Magick can be found.
The chapter describes the various colleges and guilds of Battle
Magick. It is very impressing that the authors managed to include
both, classical WFRP-magic-guilds as well as the newer WFB colleges
of Magick. From the Wizards and Alchemists guild of Middenheim
over the University college of Nuln to the Imperial Colleges
of Magick in Altdorf, every Guild and college is described in
detail. The main focus of this chapter lies in the description
of the Imperial colleges of Colour-magick. Although the wizards
of the Imperial Colleges are bound to only one colour of magick,
they are highly specialized in it. This means that they are
able to rise to level 5 wizards! Each College gets his own description
(history, background, skills, spell access, noteworthy members,
etc.). All battle magicians have access to petty and battle
magick spells, the members of the Imperial colleges also have
access to the highly specialized spells of their own college
which makes them very powerful and unique among the other battle
magicians.
The
description of the Art of Illusion can be found in the next
chapter. Unlike Battle Wizards, who are masters in the art of
war, the Illusionists specialize in confusing and irritating
the minds of others. The chapter describes the history and background
of Illusionists in the Empire. Additionally, the two major guilds
of illusionists also get a detailed description: the Empire
college of Illusions placed in the farmlands outside of Übersreik,
and the college of "Lugenheim", the home of lies.
At the following pages the reader can find the background about
Elementalism. The history of this form of magick predates the
time of Magnus and Teclis and is very different from the common
form of Battle Magick. At the Eldritch University of Nuln, and
the four Colleges of Elementalism, the Earth college in Stirland,
the Air college in the grey mountains, the Fire College in Bechhafen,
Ostermark and the Water College placed on the Wasserburg (Water
castle) near river Teufel in Reikland, young wizards are introduced
into the mysteries of Elementalism. Like Battle Wizards, Elementalists
can become level 5 Magicians and with their highly specialized,
elemental-based spells they can become very powerful. The new
Elementalist career is a serious alternative to the ordinary
Battle Wizard and I guess many players will choose this career.
The next chapter treats with one of the most unattractive career
of Warhammer Fantasy Roleplay: the Alchemists. Because of their
limited access to Spells, this career always was something like
a stepchild of the game. I wonder if somebody ever played an
alchemist (besides of some Hardcore-role-players, like Teka,
a player one of in my groups...). But with the new description
in Realms of Sorcery, the Alchemist becomes more attractive
and powerful. Although he may not be good in casting spells,
he is a specialist in brewing potions, elixirs and combustibles
as well as a master chemist. A wide range of specialist spells
makes the Alchemist unique among the other wizards. Although
he might be no Spell wielding Battle-machine, the "new"
Alchemist will become a useful member of every gaming party.
The cold and harsh lands of Kislev have created their own kind
of Magick: Ice magic. It is clear that a land, in which winter
reigns nearly half of the year, influenced the evolution of
Magick. The Kislevite Shamans practice a unique form of magick,
which is based on the effects of frost and winter. The strong
influence of winter makes the Ice-magicians more powerful during
the winter-months, but weakens them in the summer months. Also
they are more powerful, the more northward they come. This dependence
on seasons and geographical location makes the Kislevite shamans
a very intriguing career.
Besides
of the major colleges of Battle magic and elementalism, there
are many small guilds, colleges and secret societies of magic-users
throughout the Empire. In the Chapter "Minor Cults",
RoS takes a look at these small societies. From the College
of Öbelstein, which concentrates on Zone-magic to the Children
of Teclis, a secret society of Mages who believes in the heretic
theory, that chaos can only be fought by those who understood
it, each of the smaller colleges is described in detail.
On the next pages the description of the Masters of Magic, the
Elves can be found. The main focus lies on Wood Elf Magic, which
is very different to the magic available to humans. Besides
of the information about Wood elf mages there is also a description
of Dryads and NPC-High Elven Wizards (their magick is far too
powerful to give it into the hands of the players...).
The following two chapters handle Runes. There has to be made
a distinction between the Rune Magic of Dwarfs and the Rune
Mastery some humans acquire. Being a race with almost no magical
aptitude, the dwarfs created their own techniques to make use
of the magic which floods through the world. By inscribing runes,
the Rune smiths, as the dwarfen magicians are known, channel
the powers of magic to create powerful artefacts. The chapter
about Dwarfen Rune Magic describes the careers of Rune smiths
(Apprentice, Rune smith, Master Rune smith and Rune Lord) as
well as the forging of Runes. Very different than Dwarfen Rune
Magic is the human science of Rune Mastery. Although it has
its origins in dwarfen Rune Magic, the human form is weaker
and lacks of the permanence of the dwarfish art. Based on the
theories of the wizard Klausner, who was taught the secrets
of Runes by an old Dwarfen Rune smith thousand years ago, the
practice of Rune Mastery is very risky. Not only that it isn't
tolerated by the Imperial Colleges and the Inquisition, a Rune
Master has to live in constant fear of the Dwarfs, who see the
existence of Rune Mastery as a violation of their ancient knowledge
and believe, that Klausner stole their ancient secrets. Both,
the Dwarfen Rune smith as well as the human Rune Master are
very interesting careers and will add much flavour to the Game.
The secrets of the forbidden Arts are described on the next
few pages. All forbidden Arts have in common that they draw
their energy on the pure essence of chaos. Besides of Demonology
and Necromancy there are the arts Dark Magic and Chaos Magic.
While Dark Magic draws its power from the purest sources of
Chaos, the art of Chaos Magic is granted by one of the Chaos
Powers (Tzeentch, Slaneesh, Nurgle). Needless to say that all
forbidden Arts are corrupting everybody who is insane enough
to practice it.
Skaven-magic is very different to other forms of Magic. Being
a race created by Chaos, the Skaven are a race with a high affinity
to Warpstone. The dark and corrupting powers of this materialized
form of chaos lends the Skaven Sorcerers the energy they need
to cast spells. In the Chapter about Skaven Magic there is a
description of the Grey Seers, the powerful ruling caste within
the Skaven Society as well as the description of the Sorcerers
of Clan Pestilence and Clan Skyre. Also, there is a description
of Warpstone Weapons like the Skaven Jezzails, the poison wind
globes and the Warp fire Throwers. The description of the Horned
Rat, the god of the Skaven completes this chapter.
Another form of Magic is Greenskin or Waaagh! Magic. This special
form of magic practiced by Orc and Goblins shamans works very
different than other types of magic. The power of a goblinoid
shaman depends on the power of the Waaagh! This means, the shaman
depends on the presence of goblinoid minds: the more blood lusty
goblinoids are around, the more powerful is the magic, a shaman
can wield. Unfortunately, this power can become greater than
the shaman can handle. In the worst case in can make the shaman
explode...
It seems that presence of Magick automatically attracts the
attention of Witch Hunters. And what would be a book about Magic
without a description of its greatest enemies. Describing the
history and background of Witch hunters, this small section
also introduces a new career: the Exorcist. This highly spezalised
Wizards devout their lives in hunting down ghosts, daemons and
those who would summon them. Although the range of spells available
for them is limited to Defensive and Banishment spells, this
Wizards can become a real menace to supernatural beings like
Daemons.
The
next chapters treat the magic and spells itself. The Chapter
"Spell Casting and Creation" informs about the difference
between spells and rituals (which take longer to cast but are
more powerful), the performing of spells (when whispering a
spell there is a chance that it will not work), how to resist
spells and how to research and create new spells. Within the
Chapter "Magic Items" a wide range of new magical
artefacts is introduced to the game as well as the rules for
creating Magical Items can be found. On the next 70 pages over
350 new spells form all categories are described. Starting with
a wide range of new petty magic spells, some of them useful,
some of them funny (my favourite is Butterfingers, who causes
the target to drop everything held in hand) the Spells-section
describes hundreds of interesting spells. Much of the new Battle
Magic Spells have been previously released in old WFRP-supplements
like The Restless Dead, Drachenfels or the old Warhammer Companion.
But also a lot of new specialist spells for the Colleges of
Colour Magick, new Elementalist spells, new Illusions, a section
about Dwarfen Runes, a second one about Rune Mastery, new Necromantic
Magick, Ice Magic, Waaagh magic, Skaven Magic, Chaos Rituals
and, and and..... Most of the Spells are useful and were created
with much love in details. The only drawback I can see is that
some of the spells can be recognized as conversions of WFB-spells.
The whole section is very inspiring and full of interesting
details. One of the most interesting spell I found in Realms
of Sorcery is the ritual of the Liche, which describes how a
Necromancer can become a Liche.
The book finishes with a chapter about familiars and a section
with general hints for the game master how to handle magic in
the game. Especially the later section is in my opinion a little
bit too small and could have handled the topic in more detail.
An Index of the various spells and where they can be found on
the last pages rounds completes the book.
After reading Realms of Sorcery I have to say that RoS is the
best thing Hogshead ever produced (besides of the WFRP book
and the Enemy within campaign, which are both reprints). Although
I don't agree with everything I have to say that most of the
material is superb. The book is clearly arranged, full of nice
artwork and holds tons of interesting background material. The
texts are easily written and you will enjoy every page. Those
who expected a lot of additional rules might be disappointed:
the very strength of "Realms of Sorcery" lies in the
description of the background, which is in my opinion more important
for a good role-playing game than hundreds of senseless rules
which needlessly complicate the game. What really fascinated
me is the fact that Hogshead managed the acrobatic act to include
the Warhammer Fantasy Battle background without destroying the
balance or the flavour of the game. Since the first release
of Warhammer Fantasy Roleplay the background of the Warhammer
World changed significantly and it is not easy to create a compromise
between the old and the new background. But it seems that the
Authors managed it!
All in all I have to admit that waiting for nearly 16 years
was worth every day. Okay, other Role-playing systems might
have more spells or more detailed rules but I knew no game which
has a so detailed background. It is clear that not everybody
will like everything within the book, but the long time of waiting
made it really hard to meet all expectations. I thought long
about which ranking I should award to Realms of Sorcery. It
is not perfect, some things are still missing, but on the other
side it is the best product I have seen since a long time. But
finally I decided to give it a Stun Factor of 10, the best ranking
in the STRIKE TO STUN-ranking system. I can recommend Realms
of Sorcery to every WFRP-player, it is really worth to buy it.
A last word to those who will not be satisfied with Realms of
Sorcery and who do not agree with my opinion about it: Do you
really know what you want?
(nc)
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